For a game where combat is the mainstay, battles in 5e Dungeons & Dragons Can become somewhat monotonous, however Drawing from past editions has allowed me to rebalance high-level encounters and add some spice to all tiers of play. Creating interesting and appropriately crafted combat is certainly a balancing act with the current rules. Until the revised Monster Manual Releases in 2025, DMs as we wait to see if antagonists have more interesting abilities or if they properly balance for the level of heroes they face. With six or more battles per “adventuring day,” 5e encounter design can be challenging.
The 2024 Dungeon Master’s Guide Drops later this year, but the revised Monster Manual is not scheduled to launch until next year. It is confirmed the dmg Will contain some new monsters, however it It remains unclear how much guidance it will give DMs on how to plan interesting and dynamic encounters that are appropriately balanced.. I had to understand the 5 E DND Combat design paradigm before I can identify the areas where it works, and where it falls apart a little. Now ten years into the edition, I’ve found some easy fixes that improve 5e combat by borrowing from 4e DND.
These and the high level game have more epic stories
Running Tier 4 D&D requires tweaks to monster statistics
while 4e DND Was a division system, even most of its critics agree that 4e delivered tactically rich and tightly balanced combat encounters. I remember being extremely resistant to 4e when it was released, but giving the system an honest try and experiencing it in action certainly won me over. Although 5e is far from the precision-balanced masterpiece that 4e was at the end of the edition, it already has many undeniable 4e elements in its design. By adding a little more, I was able to smooth out the rough edges of high-level combat in 5e and make battles more compelling.
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There are several high-level DND Campaign headaches inexperienced DMs struggle with, but most veterans prefer the epic story and stakes the higher tiers of play offer. One thing that has become clear since 5e’s release is that the bounded accuracy concept this edition was built on doesn’t work. The idea was sound, that by keeping numbers in a tight range, many low CR monsters would still be a threat to high-level heroes. This also means a large enough army with bows can certainly kill a dragon, however New items certainly added Power Creep to 5e, and Bounded Accuracy suffered.
Fights work better with multiple opponents, and a cadre of low-CR monsters supporting a few high-CR creatures should ideally work well. As a practical matter, this can come across as mean-spirited, not challenging. Many low CR monsters lack the accuracy to hit some high-level characters, and such monsters typically only have a melee multi-attack. Ignoring them altogether would be tactically soundBut weird from a roleplay standpoint. This means they are effectively there to trick players into wasting actions. Such creatures are easily trivialized by magic, due to abysmally low saving throws, as well.
4e D&D’s monster scale can work in 5e
DMs can scale low-CR monsters for use against high-level parties
The DM can prevent DND God complexes of forming in high-level games by tweaking monsters to ensure certain “minimum thresholds” are met. Otherwise, they don’t really justify the experience points and adjustment to an encounter’s CR. By adjusting minimum saving throws and minimum attack bonuses, Lower CR monsters can be used in battles with well-equipped, high-level characters. A typical level one character with a defensive focus might start with an armor class of around 18 or 19. Low level monsters with a +4 or +5 to hit might need to roll about 14 or 15 to hit them.
For light and medium armor builds that don’t use shields, it’s rarely worth investing in +1 or high armor. Adamantine armor that can rate critical hits is typically a better buy. For shield users, there is more incentive to stack AC bonuses.
A character wearing the best armor set for DND Clerics will see their AC scale more than other archetypes, as they likely use a shield, and may also invest in magical armor. Other builds may only increase AC from 15 at level 1 to 17 at level 20 if they rely on light or medium armor and a two-handed fighting style, as small AC increases from magical armor won’t make much difference. These builds have already been resigned to AC as a vulnerability. For monsters to be relevant, they must still have a chance to hit an optimized AC.
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Scale monsters’ minimum “to hit” bonus to give them a 20 percent chance to hit the AC of an equally AC-focused character of your party’s rank, and they become relevant in terms of offense. The DM should not increase their damage, as it is a function of​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​regional Now they have a credible chance to whittle down the party’s Hit Point resources. The DM should also balance the minimum save bonuses of monsters to match the chances of low-level face-offs. A level one caster, using Point By, can have a spell DC of 13, offering a similar baseline.
Small adjustments allow D&D monsters to remain relevant
Increasing minimum accuracy and saving throws is enough for balance
Monsters with three Charisma or Intelligence scores have -4 to their saves, meaning they need to roll a 17 to succeed, another 20 percent chance. The DM should simply raise the minimum saving throw bonuses of monsters to ensure that they have a 20 percent chance of success relative to the DC of a rank-appropriate caster. This needs to factor in access to the higher magic implements of Tasha’s cauldron of everything. A 20 percent chance to hit, or make a saving throw, still gives such monsters poor odds against optimized AC builds, or DC focused casters, but It means they are not trivial.
Single hit point reinforcements that have the “minimum” attack rolls and saves described above can still become a hassle if they pile up.
While it is true that DND Does not work with house rules that are taken to an extreme, the simple adjustment is entirely in the spirit of the game. Saving throws don’t succeed on a natural 20, and the monster saving types that are often very low, Intelligence and Charisma, are now used with more powerful spells than they were when the edition first launched. Adjusting any monster used in combat to minimum thresholds for accuracy and saving throws is all that is needed – Monster armor class, damage and hit points can all remain as written in the 5e Monster Manual.
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Conversely, monster saving throw DCs should absolutely not scale. A low-level monster with a disproportionately high DC for a status effect it inflicts can absolutely skew the balance.But one that has a chance to hit and deal some damage does not. These adjustments are inspired by the 4e DND approach, where all defenses and attack rolls are scaled based on level. Another 4e rule to add in for better combat is the minion rule, especially with spawning minions. The 5e Lair Action mechanic is a perfect pairing. A lair fight at low levels may call for minion reinforcements.
D & the heroes can conquer waves of minions
The 5e Lair action concept pairs perfectly with 4e’s minion monsters
The Fisban’s Treasury of Dragons DND Lairs provide options for dragon encounters, but a lair fight may involve a portal to summon minion-level demons, or just an open portcullis where minion soldiers emerge. The Ler Actions add more dynamism to combatAs players can use their action to roll Athletics to close the portcullis, or Arcana to close the summoning portal. Single hit point reinforcements that have the “minimum” attack rolls and saves described above can still become a hassle if they pile up. 5e is certainly different from 4e, however Dungeons & Dragons Combat excels with the borrowed tweaks.
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